Cocos2d (v.3.0) rendering pipeline Roadmap
Why (the vision)
The way currently cocos2d does rendering is good but it is beginning to feel somehow antiquate and moreover it doesn't actually leverage modern multi core CPUs so popular labels on most modern tablets and mobile phones.
So we want to RE design Cocos Renderer, for making it more faster Ming, elegant, scalable, flexible but still simple to use and t
I wanted to write some articles about ogre a long time ago and I never had a chance.To understand a rendering engine, I think the most important thing is to first grasp its main architecture, its main line, and the rendering process. Otherwise, a rendering engine would have tens of thousands of lines, even hundreds of thousands of lines of code can surprise you b
This paper in shaderx3 seems to have become the commom sense designed by the 3D Game Engine.
The following is an excerpt Based on the chapter title: Assigning shaders to Geometry
As mentioned in this Article, the shader of an object is divided into two types. One is the material of a static object, such as fur, concave and convex, and the other is a dynamic environment such as dynamic light and shade, Volume fog, and so on. When performing dynamic shader computing, if the dynamic environment
The genre of mobile GPU rendering principles--IMR, TBR, and TbdrThe mobile GPU can only be considered as a small child, although children can be more advantageous than adults on some occasions (such as acrobatics, contortion, etc.), but there are innate differences in power, mainly in theoretical performance and bandwidth.Compared with the desktop GPU 256bit or even 384bit of bit width, 1.2-1.5ghz high-frequency memory, mobile GPU not only to share me
10 TCP packets in the first network round-trip through a new link (about 14KB), and must wait for the client to answer the data before it can increase its congestion window and continue sending the data, because it is important to optimize your content, considering the behavior of TCP. The number of network round trips required for the first rendering of the page should be minimized, and the first screen should be less than 14kb, so that the browser
Zlib? This is not the same as the zlib of ZIP :)This is the bottom layer of a game we created in 99 years. It was already supporting 3D accelerator card rendering of 2D games,It is a jigsaw puzzle game that supports software simulation and hardware rendering in two ways: d3d for hardware rendering and self-made
1. Basic Feature Rendering Method
The following methods are commonly used to draw feature: 1. simple Drawing; 2. unique value plotting/Multi-field unique value plotting; 3. point density/Multi-field point density plot; 4. hierarchical Data Rendering; 5. quality chart (pie chart/histogram); 6. rendering by scale; 7. proportional sign
The code for all parts of the rendering can be found under the \libraries\gacui\source\graphicselement directory after the http://gac.codeplex.com is downloaded.
The main idea of the entire rendering system is that the entities (Iguigraphicselement) and the renderer (iguigraphicsrenderer) are separated and the granularity is based on the performance requirements. Why is it so designed? In the preface, it i
Since learned the Turtle module, drew a lot of simple strokes. Like Piglet Paige, Doraemon and so on, but these still do not allow people around to feel the power of Python, is still every time the force will be beaten face. It's like you painted this with turtle.Someone else took out this.What to do? In the face of the library so rich Python, not a library, we have another library. That's the Pyray library.Pyray Library IntroductionThe Pyray library was created in January 2018, although the bes
Personal Original website: http://www.phpthinking.com/archives/443 The browser must parse the Web page before it can be presented to the user. If the browser encounters an external script that is blocked by the system during parsing, it must stop parsing and download the JavaScript. Each time this happens, the browser adds a network round trip, which results in a delay in the first time the page is rendered. SuggestionsIt is recommended that you handle the JavaScript required to render the first
There is no problem with the input, but when the modification involves using its rendering, it renders the string instead of rendering the native tagUse the Dangerouslysetinnerhtml property when rendering, and pass in the object for renderingRender function return part:. Test (e)}} >this. State.add} '}} classname={styles.areabox}>Method section:Test = () = { t
Now that Web apps are getting more complex and need to respond to a variety of user-triggered events, it's also inevitable that you need to add event listeners to the DOM elements on our HTML pages.
We know that there are 3 ways to bind event listeners to DOM elements:
1: Page HTML:
Copy Code code as follows:
2: Page HTML:
Copy Code code as follows:
Javascript:
Copy Code code as follows:
document.getElementById ("btn"). onclick = test;
1 page-Level rendering
In the new web, the front-end and back-end interaction, very straightforward, browser-side issued a URL, back-end returned a spelled HTML string. Browser to render it. There may be some PHP mixed in HTML (or some HTML in PHP). Assemble data and templates on the server side to generate an HTML string to return to the browser end.
This is no different from what we are doing on a regular web page. Only now, we use template techno
I. Conceptual understandingIn OpenGL, GPU screen rendering is available in the following two ways:
On-Screen Rendering
means the current screen rendering, which refers to the rendering operation of the GPU in the screen buffer currently used for display.
Off-screen
Some time ago there was here (http://www.fseraph.com /? P = 661) I saw a summary of some common rendering models in real-time rendering. Recently, I also found some materials to learn about. Here is a brief summary.
1. Some Basic Concepts
Photon (photon): a particle with a wavelength and energy
Radiant Energy (radiant energy): the energy of a subset of light. Unit: (Jiao ER)
Radiant flux, radiant power:
Rendering to textures is an advanced technology in d3d. On the one hand, it is very simple, on the other hand it is very powerful and can produce many special effects. For example, the luminous effect, Environment ing, and shadow ing can all be achieved through it. Rendering to texture is only an extension of rendering to the surface. We only need to add more. Fi
In the mobile device viewer, if the text length of a field exceeds web. config (
Local_drive: \ Program Files \ common files \ microsoft shared \ Web Server Extensions \ 12 \ template \ layouts \ mobile Directory), WSS will display the ellipsis. The mobile list item editing form contains a large amount of data. WSS disables the field editing function based on the field type to avoid data loss due to content exceeding the specified limit. In either case, the limitations of mobile
a background1 status
Templates are stored on the back end
PHP Output page HTML structure for page rendering
Ajax requests that require a redo of the structure when the PHP output HTML structure
Builder makes static page structure
Jser Complete page Interactive logic development
2 Insufficient
Template data cannot be stored locally, resulting in a huge amount of data requests per open page
Data is read from the Access Layer We
Deferred Lighting delay IlluminationTime- lapse illumination is the rendering path with the highest fidelity illumination and shading. If you have a lot of real-time lighting, it's best to use delayed lighting. It requires a level of hardware support that is only available in Unity Pro and not supported on mobile devices. delayed illumination is one of the most advanced rendering paths to enable light and s
First, introduce the most basic rendering model: Forward rendering (Forward Rendering). There are two basic elements of rendering: objects and lights. Forward rendering refers to the application of each light to each object in turn. The process is as follows:
For each object
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